SUNDERSTAR 0.2.6-alpha is out
Since 0.2.5, I've worked on the parts of Sunderstar you notice in a fight: collisions, damage, weapon feedback, and the view of the arena. The update also adds settings and arena selection.
Collisions and destruction
Collisions between ships and asteroids now damage both sides based on impact speed. A harder hit produces a louder sound and a stronger camera shake. Dark debris appears at the contact point.
Damage remains visible after the impact. As a ship loses health, its hull develops marks, sparks, burnt edges, and narrow glowing streaks. When it is destroyed, it flashes and drifts without control before the final explosion and radial wave. Ships and asteroids break into physical pieces of their original sprites. Ship hit areas now follow authored hull shapes rather than a single circular radius.
Weapon flashes, shots, beams, and hits are brighter. Local firing and hit effects appear more promptly, while the server still decides hits and damage. Other players' ships and turrets also turn more smoothly on screen.
Camera and arena
The gameplay camera now supports zoom and shifts its framing toward the cursor. It reacts to warps, explosions, and collisions. Perspective depth, layered parallax, nearby dust, and fog give the arena more shape. The arrival warp moves at a steady speed through its final effects.
The Hub has changed too: exhaust on decorative traffic responds as vehicles move and stop.
Interface and settings
The HUD shows resource gains as a number and marks recently lost health in red. During a fight, it's easier to see what you picked up and how much damage you just took.
Settings are available in the Hub and during a match. You can adjust sound, graphics, effects, and language, or change keyboard and mouse bindings. Your changes are saved, and each settings section can be reset.
The connection screen now lists available arenas, shows their status, and lets you choose where to join.
Some of the work is less visible. Distant asteroids no longer need full physics simulation at all times, and short lived visual effects use fewer CPU resources.